PF2E Stolen Fate

Game Master andreww

Book 1 Roll20 Table
Book 2 Roll20 Table

Loot List
Character Stats

◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction

GM Rolls:

[dice=Attack 1]1d20[/dice]
[dice=Attack 2]1d20[/dice]
[dice=Attack 3]1d20[/dice]

[dice=Damage] [/dice]

[dice=Fortitude]1d20[/dice]
[dice=Reflex]1d20[/dice]
[dice=Will]1d20[/dice]

PC Rolls:

Perception
[dice=Slick ] 1d20+25 [/dice], Master
[dice=Billy ] 1d20+ 27[/dice], Master, +2 visual and hearing
[dice=Pinebrush]1d20 + 26 [/dice], Legendary, +1 visual
[dice=Sigourney]1d20+27[/dice], Expert, +2 visual

Initiative
[dice=Slick ] 1d20+27 [/dice]
[dice=Slick Battle Cry]1d20+34[/dice]
[dice=Billy ] 1d20+27 [/dice], +2 item visual/hearing, +2 circ scout
[dice=Pinebrush, Stealth]1d20 + 34 [/dice], Perception +26, +1 circ if visual, +2 circ scout
[dice=Sigourney]1d20+27[/dice], +2 circ scout, +2 item visual

Fort Saves
[dice=Slick ] 1d20+29 [/dice], Juggernaut, +1 vs magic
[dice=Billy ] 1d20+ 26[/dice], +1 vs magic
[dice=Pinebrush]1d20 + 27 [/dice], pass becomes crit, +1 vs magic
[dice=Sigourney] 1d20+27[/dice], +1 vs magic, bump vs disease
[dice=Reginald ] 1d20+27[/dice]

Reflex Saves
[dice=Slick ] 1d20+27[/dice], Bulwark +1, Evasion, +1 vs magic
[dice=Billy ] 1d20+29 [/dice], +1 vs magic
[dice=Pinebrush]1d20 + 33 [/dice], Improved Evasion, +1 vs magic
[dice=Sigourney] 1d20+28[/dice], +1 vs magic, agile mind
[dice=Reginald ] 1d20+28[/dice], probably evasion

Will Saves
[dice=Slick ] 1d20+ 27[/dice], Bravery, +1 vs magic
[dice=Billy ] 1d20+31[/dice], Greater Resolve, +1 vs magic
[dice=Pinebrush]1d20 +26 [/dice], +1 vs magic
[dice=Sigourney] 1d20+29[/dice], +1 vs magic, resolve
[dice=Reginald ] 1d20+29[/dice]

Harrow Deck:

[dice=Harrow Draw]1d6 + 1d9[/dice]
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil


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Grand Lodge

Battle Medicine should be his first-level skill feat. I think I may have skipped it since he had two at that level... yeah, that list is one shy.

What I did completely forget to include was Free Archetype feats. Which... Horizon Walker requires Survival. Swapping Crafting for Survival and making a small adjustment to skill feats to compensate...

Pinebrush :

Male Sprite Rogue 12
CG, Rare, Tiny, Fey
Heritage Melixie Sprite
Background Crown of Chaos
Perception (M) +19
Languages Common, Sylan, Goblin, Jotun
Skills Acrobatics (M) +25, Athletics +12, Arcana (T) +16, Crafting +14, Deception (M) +22, Diplomacy (E) +20, Intimidation +16, Lore (Forest) (T) +16, Lore (Pathfinder) (T) +16, Medicine (M) +19, Nature (T) +15, Occultism (T) +16, Performance (T) +18, Religion +13, Society (T) +16, Stealth (M) +23, Survival (E) +17, Thievery (M) +23
Str +0, Dex +5, Con +3, Int +2, Wis +1, Cha +4*
Items +2 resilient size-changing energy resistant (fire) explorer's clothing (i), +2 striking extending flaming rapier, whip, longbow, 20 arrows, shortsword, adventurer's pack, daredevil boots (i), doubling rings (i), obsidian goggles (i), wayfinder containing dusty rose prism aeon stone (i), pearly white spindle aeon stone (i)
1.5 Bulk in Backpack
2 Bulk, Bulk Limit 2
--------------------
AC (T) 31; Fort (E) +20 s->cs ; Ref (M) +24 s->cs; Will (E) +18
HP 138/138 Resist Fire 5
Class DC (E) 31
--------------------
Speed 25 feet
Melee: Fist (E) +21/17/13, 1d4+2 bludgeoning (agile, finesse, nonlethal, unarmed)
Melee: +2 Striking Extending Flaming Rapier (E) +23/18/13, 2d6+2 piercing +1d6 fire (deadly d8, disarm, finesse, magical, fire)
Melee: Whip (E) +23/18/13 (+21/16/11 w/o doubling rings), 2d4+2 (1d4+2 w/o doubling rings) slashing (disarm, finesse, nonlethal, reach, trip)
Melee: Shortsword: +23/19/15 (+21/17/13 w/o doubling rings), 2d6+2 (1d6+2 w/o doubling rings) piercing (agile, finesse, versatile s)
Ranged: Longbow +21/16/11, 1d8+2 piercing (deadly d10, volley 30 ft, range 100 ft)
Sneak Attack +3d6

Ancestry Features Low-Light Vision, Magical Strikes
Ancestry Feats Evanescent Wings, Animal Speaker, Energize Wings
Class Features Rogue's Racket: Scoundrel, Surprise Attack, Sneak Attack 3d6, Deny Advantage, Weapon Tricks, Perception Mastery, Evasive Reflexes, Weapon Specialization, Rogue Resilience, Debilitating Strike
Class Feats Tumble Behind, Distracting Feint, Battle Assessment, Gang Up, Sidestep, Tactical Debilitations, Rogue Expertise, Bloody Debilitation, Favored Terrain (Forest)
Free Archetype Feats Horizon Walker Dedication, Acclimatization, Perpetual Scout, Pathfinder Agent Dedication, Magical Adaptation, Willd Strider
Skill Feats Charming Liar, Battle Medicine, Quiet Allies, Slippery Prey, Wary Disarmament, Risky Surgery, Continual Recovery, Foil Senses, Doublespeak, Quick Unlock, Aerobatics Mastery, Kip Up, Slippery Secrets
General Feats Fleet, Feather Step, Fast Recovery
Other Abilities Chaotic Destiny

I did include Remastered Rogues getting success -> critical success on Fort saves at Expert, since that's what it says. I know that's generally considered a likely error.


They have had plenty of chances to correct it but havent done so. I am assuming it is right until they say otherwise. I assume you have spotted it but Gang Up also got buffed. Someone on the dev team really loves rogues.


Welcome to the team, Super Zero. Your Rogue/Medic looks like it'll be the perfect complement for the group.


Welcome aboard, Super Zero! Look forward to adventuring with Pinebrush.

I love my 11th lvl PFS rogue and I keep thinking the remaster Gang Up buff has to be a mistake. It was already one of the best feats in the game, and it seems brokenly good now. Slick is gonna be even more deadly if he doesn't have to worry about actually flanking. Well, as long as Pinebrush is a melee rogue.

Regarding harrow cards, I propose Pinebrush gets his pick of Nubnonk's cards as well as any unclaimed ones. If Nub returns, it's easy enough for him to reclaim/reinvest.


Pine is Tiny and has 0 reach, so he needs Gang Up to flank at all. Well, or use a reach weapon, which is why he has a whip as one of his backup weapons.
Gang Up + extending rune should make flanking pretty easy, though that trick doesn't help allies.

I realized I didn't include necessary tool kits in his equipment. Since I spent basically all my starting gold (I didn't do it on purpose! I've never started a character at this high level before. I picked out a few things without paying much attention to price, then looked at how much I had left: 3 gp), that requires a bit of a change. Dropping the pearly white spindle to get healer's tools and infiltrator thieves' tools.


True enough about the Gang-Up not helping allies with the extending rune. Hadn't thought of that.

Pinebrush wrote:
Dropping the pearly white spindle to get healer's tools and infiltrator thieves' tools.

If Pinebrush wants the Pearly White Spindle (60gp) and some Expanded Healer's Tools (45gp additional to get those instead), Billy is happy to loan him 65gp. Pine can pay it back at the next haul.


I am reopening recruitment for 1 further player. Please see the first post for recruitment details. Players are now level 12 and likely to be 13 soon. We are very close to the end of Book 1.

Starting equipment is as follows:

1 12th
2 11th
1 10th
2 9th

850gp

The current group includes a human fighter, halfling bard and pixie rogue. They could probably do with some sort of aoe mage and/or in combat healer but I will consider any applicants.


Hey! I'd be interested in playing in this campaign. Can definitely work with the aoe mage and in combat healer role. I have a preference for prepared casters so that's what I'd like to play. I'd probably run a divine/primal (maybe occult, but that overlaps with the bard) witch, a cloistered cleric/storm druid for wis caster blasting, or an oracle of a currently undecided mystery.

While I am new to Paizo's forums, I have been playing Pathfinder 2e since Dark Archive. I have been playing online since then in several campaigns via text, voice chat and play by post via Discord. I definitely think that I have the ability to play in this campaign and consistently post once per day.

I haven't put thought yet into backstory/free archetype/items yet. If you and your party will have me, I'll workshop something that helps round out the party.


Hello. I was thinking about that since this AP starts in Absalom that I'd go with a Water Kineticist Pathfinder Agent. Her basic background will be that she's a effectively an emergency services equivalent of the Pathfinder Society.


I will make a decision on a 4th player tomorrow evening.


GMAndrewW wrote:
I will make a decision on a 4th player tomorrow evening.

CharGen notes do not say anything about Uncommon Heritages; possible or you would prefer not?


Cevendyl wrote:
GMAndrewW wrote:
I will make a decision on a 4th player tomorrow evening.
CharGen notes do not say anything about Uncommon Heritages; possible or you would prefer not?

As with ancestries ask and I will consider.


GMAndrewW wrote:
Cevendyl wrote:
GMAndrewW wrote:
I will make a decision on a 4th player tomorrow evening.
CharGen notes do not say anything about Uncommon Heritages; possible or you would prefer not?
As with ancestries ask and I will consider.

Wanted to pursue an Elven Nephilim Ancester Oracle (Blessed One)

Should pretty much hit all the high point in terms of needs, but also allow me to eventually make him a flier as well.

But I am happy to go another direction also :)


Thaumascourge wrote:

Hey! I'd be interested in playing in this campaign. Can definitely work with the aoe mage and in combat healer role. I have a preference for prepared casters so that's what I'd like to play. I'd probably run a divine/primal (maybe occult, but that overlaps with the bard) witch, a cloistered cleric/storm druid for wis caster blasting, or an oracle of a currently undecided mystery.

While I am new to Paizo's forums, I have been playing Pathfinder 2e since Dark Archive. I have been playing online since then in several campaigns via text, voice chat and play by post via Discord. I definitely think that I have the ability to play in this campaign and consistently post once per day.

I haven't put thought yet into backstory/free archetype/items yet. If you and your party will have me, I'll workshop something that helps round out the party.

If it does make a difference, I have now built a level 12 human silence in snow witch (loremaster dedication) for this campaign. I've built everything from her spells to her items and her familiar. She's got everything from blasting, utility spells (excited for daily heatvision), healing, condition removal and even the ability to deny stepping away from reactive strikes with her familiar. I have her on pathbuilder and can quickly export her to the forums.


My character's backstory is that she is a member of the Burning Sun tribe of orcs who joined the Pathfinder Society after recent diplomatic advances by the group. She is sent by the society to investigate recent events that have gone within the city of Absalom.

Personality: Amber is fairly personable and excited to be away from her home. Not accustomed to living in the city or anywhere besides Belzeken she approaches everything with a degree of curiosity and excitement that often borders on reckless.

Build: She's a water, wood, and fire kineticist with a good amount of AoE, healing, and damage.

Experience: I am fairly experienced playing in play-by-post. Predominantly, I've played in Pathfinder/Starfinder adventures but I have done long form APs.

Amber


I'll post my build here too for your consideration.

Crunch:

Sigourney Knowledge Witch 12

N Medium Human Skilled Heritage Humanoid

Perception +19 (+2 initiative);

Languages (9) Common Abyssal Aklo Daemonic Infernal Jotun Sylvan Azlanti Thassilonian

Skills Acrobatics +18, Arcana +25, Athletics +14, Crafting +21, Diplomacy +14, Intimidation +15, Lore: Academia +23, Lore: Loremaster +19, Nature +23, Occultism +19, Religion +17, Society +21, Stealth +18
Str +0, Dex +4, Con +3, Int +5, Wis +3, Cha +0

Items +2 Resilient Scroll Robes, Wand of Continuation (1st-Rank Spell), Staff of Healing (Major), Mage's Hat (Greater), Crown of Witchcraft, Bracers of Missile Deflection (Greater), Spacious Pouch III, Silver Chunk, Cold Iron Chunk, Familiar Satchel (uncommon), Writing Set, Repair Kit, Basic Crafter's Book

AC 30; Fort +20, Ref +21, Will +20
HP 128

Coven Spell (reaction)
Trigger An ally within 30 feet Casts a Spell. You rhyme with your ally's
incantations or echo their movements, linking your magic to empower their spell in one of two ways: • If their spell deals damage and doesn't have a duration, you grant that spell a status bonus to damage equal to its rank. • If their spell doesn't have a spellshape effect applied to it, apply the effects of any one spellshape feat you know to the spell. The spellshape feat must be one that can be applied to the triggering spell, and you must be able to use it (for instance, if the spellshape feat is usable only a limited number of times per day).

Recognize Spell (reaction/free-action)
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure. Critical Success You
correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

Bracers of Missile Deflection (Greater) (reaction)
Activate (manipulate); Frequency once every 10 minutes Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off[-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.

Speed 40 feet
Melee Dagger (x25) +20 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Dagger +20 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P

Reach Spell (one-action)
(Concentrate, Spellshape, Witch) You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Conceal Spell (one-action)
(Concentrate, Spellshape, Witch) Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Stitching Strike (two-actions)
Frequency once per 10 minutes; Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic
Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.

Crown of Witchcraft (free-action)
(Focused, Invested, Magical) Activate Defiant Hex (concentrate)
Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost.

Occult Known Spells DC 31, attack +21; Cantrips
Primal Prepared Spells DC 31, attack +21; 6th Chain Lightning, Chain Lightning, Slow (H+3); 5th Heal (H+4), Heal (H+4), Fireball (H+2); 4th Fly, Heal (H+3), Unfettered Movement; 3rd Cloud Dragon's Cloak, Slow, Heal (H+2); 2nd Cleanse Affliction, Revealing Light, Revealing Light; 1st Interposing Earth, Lose the Path, Lose the Path; Cantrips Electric Arc, Vitality Lash, Ignition, Needle Darts, Light, Stabilize, Prestidigitation, Deep Breath
Occult Innate Spells DC 26, attack +16; 3rd Secret Page; 2nd Comprehend Language; 1st Mindlink;
Cantrips Occult Innate Spells DC 26, attack +16; Cantrips Message, Guidance, Sigil
Arcane Innate Spells DC 26, attack +16; Cantrips Detect Magic

Focus Spells (3 points) Clinging Ice (one-action)
Range 30 feet; Targets 1 creature Defense Reflex;
Duration sustained up to 1 minute Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save. Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and a –5-foot circumstance penalty to its Speeds until the spell ends.
Critical Failure The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends. Heightened (+1) The damage increases by 1d4.

Patron's Puppet (free-action)
Trigger Your turn begins. At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.

Cackle (free-action)
With a quick burst of laughter, you prolong a magical effect you created. You Sustain a spell.

Frostbite (Amped) (two-action)
Range 120 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a
basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1. You can freeze people from even farther away. The range of your frostbite increases to 120 feet. Your frostbite also gains the following amp.
Amp You drain thermal energy at a distance, using what you plunder to replenish yourself. The orb deals 3d4 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Amp Heightened (+1) The initial damage increases by 2d4 instead of 1d4. The weakness on a critical failure increases by 1.

Curse of Death (two-action)
Range 30 feet; Targets 1 creature Defense Fortitude; Duration sustained up to 1 minute
Your patron wraps a hand around your target's heart. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to all curses of death for 1 day.
Critical Success The target is unaffected.
Success The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1.
Failure The target is afflicted with the curse of death at stage 1.
Critical Failure The target is afflicted with the curse of death at stage 2.

Curse of Death (curse, death, void) This curse ends when the spell ends;
Stage 1 4d6 void damage and fatigued (1 round); Stage 2 8d6 void damage and fatigued (1 round); Stage 3 12d6 void damage and fatigued (1 round); Stage 4 death Heightened (+1) Increase the void damage taken on a success and during the first three stages of the curse by 1d6.

Loremaster's Etude (free-action)
Muse enigma Trigger You or an ally within range attempts a skill check to Recall Knowledge. Range 30 feet; Targets you or the triggering ally
You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the higher result.

Additional Feats
Additional Lore, Arcane Sense, Assured Knowledge, Cackle, Ceremonial Knife, Fleet, Greater Magical Edification, Incredible Initiative, Loremaster Dedication, Loremaster's Etude, Magical Crafting, Magical Edification, Magical Shorthand, Major Lesson I, Multilingual, Psychic Dedication, Quick Identification, Quick Recognition, Quick Study, Skilled Heritage, Stitched Familiar, Toughness

Additional Specials
Archetype Conscious Mind (The Oscillating Wave), Archetype Psychic Cantrip (Standard Cantrip: Frostbite (Amped)), Archetype Psychic Casting Ability (Intelligence), Familiar, Familiar of Freezing Rime, Hex Spells (Patron's Puppet), Major Lesson (Lesson of Death), Patron (Silence in Snow), Skilled Heritage (Society), Witch Spellcasting

Spell collection: Heat vision (uncommon), Marvelous mount, Haste, Vital beacon, Darkvision, Enlarge, Create food, Sure footing, Scorching ray, Water breathing, Sound body, Resist energy, Peaceful rest, Jump, Summon animal, Gentle landing (also inscribed on scroll robes), Air bubble, Helpful steps, Alarm, Mystic armour, Clear mind, Create water, Chain Lightning, Slow, Heal, Fireball, Fly, Unfettered movement, Cloud Dragon's Cloak, Cleanse Affliction, Revealing Light, Interposing Earth, Lose the Path, fear, gust of wind, Tailwind, dispel magic, Holy Light, Haste, Grasp of the Deep, Mountain Resilience, Banishment, Howling Blizzard, Impaling Spike, Wall of Stone, Nature's Reprisal, Phantom Orchestra, Raise Dead (from Lesson of Death), Truesight, Electric Arc, Vitality Lash, Ignition, Needle Darts, Light, Stabilize, Prestidigitation, Protect Companion, Deep Breath, Glass Shield, Rousing Splash, Caustic Blast

Notes:
Items bought with gold include: Scroll of 2nd level tailwind (160gp - wand of continuation) -20 gp on chunks of cold iron and silver - 5gp on a familiar pouch (uncommon) -1 gp writing set -2 gp repair kit - 5.2 gp on 26 daggers

Scrolls bought and fed to companion: Heat vision (uncommon), Marvelous mount, Haste, Vital beacon, Darkvision, Enlarge, Create food, Sure footing, Scorching ray, Water breathing, Sound body, Resist energy, Peaceful rest, Jump, Summon animal, Gentle landing (also inscribed on scroll robes), Air bubble, Helpful steps, Alarm, Mystic armour, brine dragons bile, Create water, Tailwind. Total spent on scrolls - 310 gp

Rituals: Ward Domain

Quick Familiar Stats:
AC 30, HP 84, F +20, R +21, W +20
Speed 40
Familiar abilities: Tough, Independent, Fast movement (land), Cantrip Connection, Spell Battery, Familiar Focus

Backstory: She's a bookish librarian from Absalom. She adventures not just to placate her patron's unknowable ambitions, but also because she seeks out knowledge and forgotten magics from ancient civilizations like Thassilon and the Azlanti empire. Perhaps due to her patron's designs, or because of her continuous desire to seek out knowledge that should have long been forgotten, her fate has inexplicably intertwined with that of the party's.

Personality: She is a cool and collected woman who never does anything without a contingency or three. Has her nose always in her notebook where she writes down interesting things that could lead to more knowledge. Devout worshipper of Nethys for his patronage of all magic. After recently being swallowed whole and barely living to tell the tale, she's developed the habit of taking obnoxiously Deep Breaths every time she talks, to the chagrin of everyone around her.

Experience: Admittedly I don't have as much experience as other applicants, but I have plenty of experience playing Pathfinder 2e by text and have recently finished GM'ing an adventure. I would say I have a strong grasp of system mechanics.

unrelated kineticist build gushing:
That's a really cool build! I had no idea that kind of item existed that allowed two people to drink from the same potion on a reaction. I am playing a water/wood kineticist myself and I definitely learned something from your build.

If all else, I had fun building a mid-level witch. May the best applicant make it!


1 person marked this as a favorite.

Many thanks to those of you who have expressed an interest.

I am going to take Thaumascourge. I will bring you into the game once the group complete the current section. You will come in at level 13 so please update.

I think you have used the stat block output from Pathbuilder which isnt particularly clear. Could you reorganise it like some of the others to show feats by type, skills with proficiency level and known spells please. I dont need everything hyperlinked, just make the information a bit clearer.

I am also not sure but you may be wearing two different hat slot items (Hat of the Magi, Crown of Witchcraft).


GMAndrewW wrote:

Many thanks to those of you who have expressed an interest.

I am going to take Thaumascourge. I will bring you into the game once the group complete the current section. You will come in at level 13 so please update.

I think you have used the stat block output from Pathbuilder which isnt particularly clear. Could you reorganise it like some of the others to show feats by type, skills with proficiency level and known spells please. I dont need everything hyperlinked, just make the information a bit clearer.

I am also not sure but you may be wearing two different hat slot items (Hat of the Magi, Crown of Witchcraft).

Thanks for choosing me!

Just to confirm, starting at level 13 still means that I start with 1 12th, 2 11th, 1 10th, 2 9th and 850gp?

I can reorganise it the same way your psychic does it. Give me a while to do it and to fix some obvious errors too (I bought a wand of tailwind worth 160gp not a scroll of tailwind worth 160gp).

I also need to clarify the feat "Ceremonial Knife". It gives me the ability to convert 1 knife into a wand every day. However, the feat does not state that the spells in the knife become inert the next day, like it would for other equivalent feats such as alchemist reagents. Is that intended? If so, I'm buying lots of knives and making that a part of my character.

Yes, it does appear that I am wearing two hats. Let me find an alternative item. Might consider a ring of wizardry - but that would mean taking an outdated item and a dip into wizard dedication which is not ideal.

What is also not really ideal is that by level 18, I would have exhausted all of the archetype feats for loremaster dedication, forcing me to leave the free archetype slots blank...but that's a problem for me in a couple of months.

Just wondering - would old pre-remaster spells be allowed? Loremaster dedication is affected by this as comprehend language and secret page are outdated. However I might also like to take ray of frost for 120 feet range.


You could just take one of the other Dedications. I have two of them.


Starting equipment looks right.

Can you give me the text of Ceremonial Knife. It certainly wont give you an extra wand every day which persist.

Pre remaster spells are fine unless they have been reprinted in the remaster. All of the old cantrips have been eratted to change their damage.


Pinebrush wrote:
You could just take one of the other Dedications. I have two of them.

That's a good idea. With GM permission, I'd do that. Would probably take linguist dedication in that case. I'll miss my extra powerful psi cantrip though...GMAndrewW, would you allow me to take an additional free archetype I qualify for at level 18 even if I haven't taken any archetype feats from the psychic dedication I got from multitalented?

GMAndrewW wrote:
Can you give me the text of Ceremonial Knife. It certainly wont give you an extra wand every day which persist.

Sure! Here you go. Just FYI, I'm still thinking about starting equipment. Finding a replacement for mage hat is not easy. I'll get back to you on that.

Player Core 1 wrote:

You have prepared a special knife to direct energies when spellcasting. During your daily preparations, you and your familiar can perform a short ritual over a weapon in the knife group—typically a dagger. This causes the knife to function as a magic wand, containing any one 1st-rank spell your familiar knows. You, and only you, can Activate the knife to Cast the Spell within it, as normal for a wand (GM Core 282). You can attempt to overcharge the knife, and this can break or destroy the knife as normal.

At 8th level, and every 2 levels thereafter, the maximum rank of spell your ceremonial knife can hold increases by 1.


Done! My build should be in my alias's profile. Let me know if it's good. I replaced the Magic Hat for sleeves of storage. Will quickly work on the familiar.


Reginald squeaks as he enters the party, his cold breath misting up the floor.

Familiar's done too. Let me know what you guys think.


Welcome aboard, Thaumascurge and Sigorney. Very happy to have you join our merry band. Sounds like you'll add a little class and intellect to the proceedings!

The next time Billy casts Comprehend Language, Reginald the Rat can join in the fun of speaking with everyone.

Looks like you were thoughtful in your gear. The only other change to maybe consider is a different 11th level item other than Spacious Pouch 3. Billy already has a Spacious Pouch 2, and he seems to be able to handle all we need. Having an extra one is fine, but if there's a fun 11th level toy you'd like instead, please consider it.

One of my PFS characters is an Investigator with the Loremaster dedication, and the Loremaster Lore is amazing for him. It'll be great having Sigourney show off her immense knowledge. In Stolen Fates, we lost some of that when our Thaum dropped out -- no more Esoteric Lore. :( But now Sigourney can fill that void!

Looking forward to playing with you. Welcome. If you have any questions for us, post in the Discussion tab.


Billy Bardy wrote:

Welcome aboard, Thaumascurge and Sigorney. Very happy to have you join our merry band. Sounds like you'll add a little class and intellect to the proceedings!

The next time Billy casts Comprehend Language, Reginald the Rat can join in the fun of speaking with everyone.

Looks like you were thoughtful in your gear. The only other change to maybe consider is a different 11th level item other than Spacious Pouch 3. Billy already has a Spacious Pouch 2, and he seems to be able to handle all we need. Having an extra one is fine, but if there's a fun 11th level toy you'd like instead, please consider it.

One of my PFS characters is an Investigator with the Loremaster dedication, and the Loremaster Lore is amazing for him. It'll be great having Sigourney show off her immense knowledge. In Stolen Fates, we lost some of that when our Thaum dropped out -- no more Esoteric Lore. :( But now Sigourney can fill that void!

Looking forward to playing with you. Welcome. If you have any questions for us, post in the Discussion tab.

Thanks! Also, oh cool my rat can potentially talk! Now I have to think up what Reginald would say...Back to the drawing board.

Actually now that I think about it...I can take Hexing jar as my second level 11 item, which does basically the same thing as the crown of witchcraft. That frees up my level 10 slot so I can take shadow signet. Additionally, if I remove bracers of missile deflection I can take Mage's Hat for +2 to Arcana, free prestidigitation and a free 4th level summon spell (which is typically summon animal or summon elemental). However, I'd like to ask for GM permission to have it be summon construct instead. Constructs are cool and a disposable construct might be nice.

Unfortunately Loremaster Lore is nowhere near as good as Esoteric Lore. Apparently, if you are super charismatic you can be better than a loremaster at remembering stuff... Sigourney will try though.

I'm still not sure if/how she knows any of you. Do any of you visit Absalom often? She would probably be working in the Forae Logos, Absalom's largest library, until she gets involved in the plot. I sure do hope none of you have any overdue books...Sigourney might have some choice words for you if so.


Taking a second archetype from the list of those available with your free slots is totally fine.

I am fine with the hat doing summon construct, its level 4 so its not likely to have a huge impact. No using it on weird niche things from APs and the like (I seem to recall there is some very broken low level critter in one of the APs).

As for how you meet, after the group finish the Trumpet location they will be getting a month of downtime. I expect you might come across each other in Absalom but I will leave it to you as a group to come up with how you meet. They do make regular trips there.

Please sign in to the roll20 table if you havent already. I have provided a sheet for you to add a token to. I will also PM you the invite for he discord server we use for quicker notifications of stuff.

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